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MorsGames
GitHub Repository: MorsGames/sm64plus
Path: blob/master/actors/burn_smoke/model.inc.c
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// Burn Smoke
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// 0x040217C0
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static const Vtx burn_smoke_seg4_vertex_040217C0[] = {
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{{{ -50, -50, 0}, 0, { 0, 992}, {0x14, 0x0a, 0x0a, 0xff}}},
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{{{ 50, -50, 0}, 0, { 992, 992}, {0x14, 0x0a, 0x0a, 0xff}}},
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{{{ 50, 50, 0}, 0, { 992, 0}, {0x14, 0x0a, 0x0a, 0xff}}},
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{{{ -50, 50, 0}, 0, { 0, 0}, {0x14, 0x0a, 0x0a, 0xff}}},
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};
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// //! Wrong texture format. Called as rgba16, which makes the burn smoke appear
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// as a transparent black burn smoke. Probably meant to show up as white-ish
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// burn smoke, but mistakened for being intended as black smoke.
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// 0x04021800
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ALIGNED8 static const Texture burn_smoke_seg4_texture_04021800[] = {
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#include "actors/burn_smoke/burn_smoke.ia16.inc.c"
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};
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// 0x04022000 - 0x04022028
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const Gfx burn_smoke_seg4_dl_04022000[] = {
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_MODULATERGBA, G_CC_MODULATERGBA),
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gsSPClearGeometryMode(G_LIGHTING | G_CULL_BACK),
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_ON),
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gsSPEndDisplayList(),
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};
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// 0x04022028 - 0x04022048
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const Gfx burn_smoke_seg4_dl_04022028[] = {
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gsSPVertex(burn_smoke_seg4_vertex_040217C0, 4, 0),
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gsSP2Triangles( 0, 1, 2, 0x0, 0, 2, 3, 0x0),
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gsSPEndDisplayList(),
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};
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// 0x04022048 - 0x04022070
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const Gfx burn_smoke_seg4_dl_04022048[] = {
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gsSPTexture(0xFFFF, 0xFFFF, 0, G_TX_RENDERTILE, G_OFF),
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gsDPPipeSync(),
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gsDPSetCombineMode(G_CC_SHADE, G_CC_SHADE),
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gsSPSetGeometryMode(G_LIGHTING),
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gsSPEndDisplayList(),
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};
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// 0x04022070 - 0x040220C8
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const Gfx burn_smoke_seg4_dl_04022070[] = {
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gsSPDisplayList(burn_smoke_seg4_dl_04022000),
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gsDPLoadTextureBlock(burn_smoke_seg4_texture_04021800, G_IM_FMT_RGBA, G_IM_SIZ_16b, 32, 32, 0, G_TX_CLAMP, G_TX_CLAMP, 5, 5, G_TX_NOLOD, G_TX_NOLOD),
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gsSPDisplayList(burn_smoke_seg4_dl_04022028),
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gsSPDisplayList(burn_smoke_seg4_dl_04022048),
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gsSPEndDisplayList(),
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};
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